What was really painful to read was the reasonings on the changes. The patches so far to PVP have been a major disappointment, not just this patch but overall with the constant reverting of changes and just the overall approach to "balance"

VPR is not struggling because its damage window is short. It is struggling because it is less likely to live long enough to use it. Extending Noxious Gnash on World-swallower does not fix that. Give Viper a survivability lever during First Generation, restore some of the safety Backlash used to provide, or cut its exposure time to burst. Damage uptime without durability does not move it into viability.

If the goal is variety and playability, then a few places they can start: clean up Guard interactions, Guard breaks should not have damage amps associated with it, and reduce one-job kit overload.

If not gonna change that, then okay, give melees/tanks more options for survivability. Bring more classes up to par. Warrior absolutely suffers from their lack of self-mitigation and sustain if playing in organized pvp and it does not have support classes babysitting it. Yet you have Black Mage that has Mitigation, CC, Self-heals, Debuffs. Really?

I also agree that they really need to set a predictable cadence for PvP balance if they have any intention on making it a "competitive" experience in any form. There needs to be light numbers passes every few weeks. This is better than waiting for another major patch while everyone plays the same support-stack mirrors. And instead of looking at Solo Q win-rates they have plenty of data in their own tournaments and externally ran community tournaments. Instead of just throwing numbers, things need to be looked at in regards to synergy and more so approached with testing and observation, involve the community for feedback as well.

With how things are being done, it really gives the impression that whomever makes these changes are just looking at numbers and not actively testing their own changes or play the mode.